Darkness Domain

Darkvision
You have a Darkvision of 60 feet. If you already have darkvision, increase its range by 60 feet. You can also see through magical darkness.

Warding Shade
Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. W hen you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a shadow to envelope its mark before it hits or misses. An attacker that can’t be blinded is immune to this feature, as are those with a Darkvision of at least 120 feet. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Shadow of the Nightmare
Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing psychic damage to your foes. As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Shade
Starting at 6th level, you can also use your Warding Shade feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Shadow of the Nightmare
At 17th level, your Shadow of the Nightmare has a range of 60 feet, and deals 3d10 + Cleric Level Psychic Damage. Creatures without darkvision have disadvantage on their Wisdom saving throw against it.